CLZSS::Compress
0x00254750 · 79 bytes · __thiscall
_ZN5CLZSS8CompressEPhiPj
Decompiled
undefined (4 params)
/* CLZSS::Compress(unsigned char*, int, unsigned int*) */
uchar * __thiscall CLZSS::Compress(CLZSS *this,uchar *param_1,int param_2,uint *param_3)
{
uchar *__ptr;
int iVar1;
__ptr = malloc(param_2);
iVar1 = CompressNoAlloc(this,param_1,param_2,__ptr,param_3);
if (iVar1 == 0) {
free(__ptr);
__ptr = (uchar *)0x0;
}
return __ptr;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.